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Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]
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<blockquote data-quote="Yttermayn" data-source="post: 6093050" data-attributes="member: 31390"><p><img src="http://www.enworld.org/forum/asset.php?fid=56003&uid=31390&d=1361844157" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p></p><p>[sblock=Sozin]</p><p></p><p></p><p>[sblock=Game Info]</p><p>Race: Kayal (Fetchling)</p><p>Class: Oracle</p><p>Level: 1</p><p>Alignment: Chaotic Good</p><p>Languages: Common</p><p>Deity: Desna, Lamashtu</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Abilities]</p><p>STR:8</p><p>DEX:16 14 +2Race</p><p>CON:14</p><p>INT:10</p><p>WIS:14 14 -2Race</p><p>CHA:19 15 +2Race +2Lvls</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Combat]</p><p>HP: 81 = [9d8+8=51] + 20 (CON) + 0 (misc) + 10 (favored class)</p><p>AC: 00 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)</p><p>AC Touch: 13 = 10 + 3 (DEX) + (misc)</p><p>AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield) + 0 (misc)</p><p>INIT: +3 = +3 (DEX) + 0 (misc)</p><p>BAB: +7/+2 = +7/+2 (list class)</p><p>CMB: +6 = -1 (STR) +7 (BAB)</p><p>CMD: 19 = 10 - 1 (STR) + 3 (DEX) +7 (BAB)</p><p>Fort: +5 = +3 (base) + 2 (CON)</p><p>Reflex: +6 = +3 (base) + 3 (DEX)</p><p>Will: +8 = +7 (base) +1 (WILL)</p><p>Speed: 30</p><p>Damage Reduction:</p><p>Spell Resistance:</p><p>Spell Failure:</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Weapon Stats]</p><p>EXAMPLE:</p><p>Javelinof 3 Furies1d6 +1d6 Fire +1d6 Shock +1d6 Frost¡Á230 ft.PIgnore 5pts Outsider's DR, Returns to Wielder</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock=Racial Traits]</p><p>+2 Dexterity, +2 Charisma, ¨C2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.</p><p></p><p></p><p>Native Outsider: Fetchlings are outsiders with the native subtype.</p><p></p><p></p><p>Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.</p><p></p><p></p><p>Normal Speed: Fetchlings have a base speed of 30 feet.</p><p></p><p></p><p>Darkvision: Fetchlings can see in the dark up to 60 feet.</p><p></p><p></p><p>Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.</p><p></p><p></p><p>Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.</p><p></p><p></p><p>Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant </p><p></p><p></p><p>total concealment; it just increases the miss chance.</p><p></p><p></p><p>Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.</p><p></p><p></p><p>Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this </p><p></p><p></p><p>spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once </p><p></p><p></p><p>per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane orthe Material Plane only) usable once per day. A fetchling's caster level </p><p></p><p></p><p>is equal to his total Hit Dice.</p><p></p><p></p><p>Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, </p><p></p><p></p><p>D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Class Features]</p><p>Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle </p><p></p><p></p><p>revelations grant additional proficiencies.</p><p></p><p></p><p>Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or </p><p></p><p></p><p>cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell </p><p></p><p></p><p>is 10 + the spell's level + the oracle's Charisma modifier.</p><p></p><p></p><p>Oracle's Curse (Ex): Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small </p><p></p><p></p><p>objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. </p><p></p><p></p><p>Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate </p><p></p><p></p><p>and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of </p><p></p><p></p><p>spells known.</p><p></p><p></p><p>Mystery: Heavens</p><p>Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.</p><p></p><p></p><p>Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic </p><p></p><p></p><p>spray (14th), sunburst (16th), meteor swarm (18th).</p><p></p><p></p><p>Revelations: An oracle with the heavens mystery can choose from any of the following revelations.</p><p></p><p></p><p>Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. </p><p></p><p></p><p>At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as </p><p></p><p></p><p>per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute </p><p></p><p></p><p>increments.</p><p></p><p></p><p>Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 </p><p></p><p></p><p>feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar </p><p></p><p></p><p>void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. </p><p></p><p></p><p>You can use this ability once per day plus one additional time per day at 10th level.</p><p></p><p></p><p>Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage </p><p></p><p></p><p>per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball </p><p></p><p></p><p>per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous </p><p></p><p></p><p>explosions only take damage once.</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock=Feats & Traits]</p><p>1st lvl-Combat Casting</p><p>3rd lvl-Point Blank Shot</p><p>5th lvl-Precise Shot</p><p>7th lvl-Dodge</p><p>9th lvl-Mobility</p><p></p><p></p><p>Traits:</p><p>a)Slippery (+1 to Stealth, and Stealth becomes a class skill)</p><p>b)Desperate Focus (+2 Concentration)</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Skills]</p><p>Skill Ranks: 40 = [4 (class) + 00 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class)</p><p>Max Ranks: 00 </p><p>ACP: -0</p><p></p><p></p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>+15 = Diplomacy +04 +08 +3 +00 CHA*</p><p>+09 = Fly +03 +03 +3 +00 -0 DEX*</p><p>+05 = Heal +01 +01 +3 +00 WIS*</p><p>+04 = Know:Arcana^ +00 +01 +3 +00 INT*</p><p>+na = Know:History^ +00 +00 +0 +00 INT*</p><p>+06 = Know:Planes^ +00 +01 +3 +02 INT*</p><p>+na = Know:Religion^ +00 +00 +0 +00 INT*</p><p>+05 = Perception +01 +01 +3 +00 WIS*</p><p>+08 = Sense Motive +01 +04 +3 +00 WIS*</p><p>+13 = Spellcraft^ +00 +010 +3 +00 INT*</p><p>+18 = Stealth +03 +010 +3 +02 -0 DEX*</p><p>+01 = Survival +01 +00 +0 +00 WIS*</p><p>+08 = Use Magic Device^ +04 +01 +3 +00 CHA*</p><p>[/code]</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Spellcasting]</p><p>Spells Known (CL 10th)</p><p>5 (1/day) 3 +3 - CLW Mass, Telekinesis, Overland Flight, Breath Of Life, Summon M5, Wall of Stone</p><p>4 (3/day) 5 +2 - CCW, Rainbow Pattern, Death Ward, Summon M4, Blessing of Fervor, Terrible Remorse, Freedom of Movement</p><p>3 (4/day) 6 +2 - CSW, Daylight, Dispel M, Prayer, Searing Light, Summon M3, Bestow Curse, Magic Circle Against Evil</p><p>2 (5/day) 6 +4 - CMW, Levitate, Minor Image, Hypnotic Pattern, Grace, Lesser Restoration, Silence, Spiritual Weapon, Spear of Purity, Resist Energy</p><p>1 (6/day) 6 +2 - CLW, Color Spray, Divine Favor, Magic Stone, Sanctuary, Protection from Evil, Shield of Faith, Liberating Command</p><p>0 (At Will) 9 - Mage Hand, Ghost Sound, Create Water, Detect Magic, Light, Guidance, Purify F&D, Read Magic, Spark, Stabilize, Mending</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Equipment]</p><p>[code]</p><p>EquipmentWeight</p><p>Handy Haversack5</p><p>Armor of Hardened Shadows30</p><p>Rangebane Shield Cloak1</p><p>Javelin of 3 Furies2</p><p>Heavyload Belt1</p><p>Traveler's Anytool2</p><p>Sling-</p><p>Small Tent20</p><p>Bedroll5</p><p>Winter Blanket3</p><p>50' Rope10</p><p>10 days Trail Rations10</p><p>Explorer's Outfit8</p><p></p><p></p><p></p><p></p><p>Total weight carried: Handy Haversack. Heavyload Belt. Who cares?</p><p>[/code]</p><p></p><p></p><p>Treasure: 0020gp, 0sp, 0cp Gems:</p><p></p><p></p><p>Carrying Capacity:</p><p>light- 0-26x3</p><p>medium- 27-53x3</p><p>heavy- 54-80x3</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Details]</p><p>Size: M</p><p>Gender: M</p><p>Age: 22</p><p>Height: 5'6"</p><p>Weight: 140</p><p>Hair Color: Whispy Grey</p><p>Eye Color: Luminescent Greenish Yellow</p><p>Skin Color: Deep Black</p><p>Appearance: </p><p>Demeanor:</p><p>[/sblock] </p><p></p><p></p><p>[sblock=Background]</p><p>Sozin does not remember much of his early years, or how he came to be on the material plane. He suspects it has something to do with his being an oracle, </p><p></p><p></p><p>and the particular interest Lamashtu seems to have in him. However, he has no interest in her and very little for any other gods. Sozin is unsure of what </p><p></p><p></p><p>god or power endowed him with the double edged sword of oraclehood. One thing is for sure, the curse came first. As an adolescent, he found it </p><p></p><p></p><p>difficult to get an apprenticeship in any trade. He had to be meticulous handling anything, lest it fly out of his hand! Accused of everything from being </p><p></p><p></p><p>clumsy to being a destructive idiot, Sozin tried to challenge the haunting forces by aiding merchants and travelers with their heaviest items for tips. It </p><p></p><p></p><p>was through this scheme that he came to aid a group of Preists of Desna as they came through Greyhawk. The scrawny fetchling youth could barely handle the </p><p></p><p></p><p>large items, and so when they would suddenly fly violently away from him, the preists realized something more was going on. With some patience and </p><p></p><p></p><p>divinations, they were able to coax out Sozin's oracular abilities and send him down the path towards discovering his own mystery. </p><p>Several seasons passed and Sozin had become minimally proficient with his abilities, and had gotten better control over his curse. While stopping to aid a </p><p></p><p></p><p>group of refugees, Sozin's group was attacked by evil men. The marauders won and killed everyone, refugees and combatants alike. Sozin had exhausted his </p><p></p><p></p><p>spells in the battle and still wasn't much good at fighting. Besides, there didn't appear to be any one left to help or fight for. He used his enhanced </p><p></p><p></p><p>abilities to go unnoticed to leave the scene with his life.</p><p>Due to the trauma of the experience and the apparent indifference of Desna while her preists were slaughtered, Sozin became embittered and somewhat </p><p></p><p></p><p>irreverent. He is still eager to aid those who are suffering, but resents the implication it is done in the name of any diety. For several years, Sozin </p><p></p><p></p><p>travelled to where he was needed most, often flitting about in active battlefields where allied material plane races battled to push back the demonic hordes </p><p></p><p></p><p>that plagued the region. During one particularly furious battle against the demonic hordes, Sozin was out aiding the fallen. His position was starting to </p><p></p><p></p><p>get overrun by hundreds of tiny demons. Toadspittle, the most powerfull of their kind, came leading the charge and wielding (for it) a magical lance. Sozin </p><p></p><p></p><p>heroically broke the charge single handedly when he accidently stepped on Toadspittle. When Sozin looked down, he found a very nice magical Javelin that he </p><p></p><p></p><p>would come to call the Javelin of Three Furies.</p><p>There were more adventures he took part in after his military career ended. He was able to gather enough money together to commission some very highly </p><p></p><p></p><p>magical armor, along side a magical cloak that he had enhanced as well. Through his continuing adventures, he reconnected with an old companion he thought </p><p></p><p></p><p>dead from marauders long ago. The two beings had a tense moment, each thinking the other may have been a traitor, but were able to what exactly had happened </p><p></p><p></p><p>to each of them. Hraln explained that he and another were away from the main group on an errand when the attck occurred. Sozin recounted how at one point </p><p></p><p></p><p>during the attack, he was trying to help a fallen traveler. He'd stabilized the man with an orison and dragged him under a wagon where he hid them both. Out </p><p></p><p></p><p>of spells at this late point in the battle, Sozin tried to hastily pull a cure potion from his pack. Unfortunately his curse acted up- Lamashtu's little </p><p></p><p></p><p>haunts flung the potion from his hand and out into the boots of one of the nearby attackers. The attacker crouched and impaled the man Sozin was trying to </p><p></p><p></p><p>save on a spear, while Sozin blended and stayed hidden. When it was safe enough to do so, he left thinking all had been lost in the group and he moved on.</p><p>Hraln and Sozin seemed to enjoy each other's company well enough, and began to travel together. The two eventually became involved in the pest control </p><p></p><p></p><p>business, if you count giantkin as a form of pest. They were nearly pounded into goo when another pair of adventurers, Johann and Ero, helped them turn the </p><p></p><p></p><p>tide of battle and defeat the giantkin. With all four men being similarly directionless in their lives, they naturally decided to travel together and ended </p><p></p><p></p><p>up in the city of Devarnish, in Veluna.</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Adventure Notes] </p><p>None yet</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Level Ups]</p><p>Level 2</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:</p><p>[/sblock] </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Yttermayn, post: 6093050, member: 31390"] [IMG]http://www.enworld.org/forum/asset.php?fid=56003&uid=31390&d=1361844157[/IMG] [sblock=Sozin] [sblock=Game Info] Race: Kayal (Fetchling) Class: Oracle Level: 1 Alignment: Chaotic Good Languages: Common Deity: Desna, Lamashtu [/sblock] [sblock=Abilities] STR:8 DEX:16 14 +2Race CON:14 INT:10 WIS:14 14 -2Race CHA:19 15 +2Race +2Lvls [/sblock] [sblock=Combat] HP: 81 = [9d8+8=51] + 20 (CON) + 0 (misc) + 10 (favored class) AC: 00 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 0 (misc) AC Touch: 13 = 10 + 3 (DEX) + (misc) AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield) + 0 (misc) INIT: +3 = +3 (DEX) + 0 (misc) BAB: +7/+2 = +7/+2 (list class) CMB: +6 = -1 (STR) +7 (BAB) CMD: 19 = 10 - 1 (STR) + 3 (DEX) +7 (BAB) Fort: +5 = +3 (base) + 2 (CON) Reflex: +6 = +3 (base) + 3 (DEX) Will: +8 = +7 (base) +1 (WILL) Speed: 30 Damage Reduction: Spell Resistance: Spell Failure: [/sblock] [sblock=Weapon Stats] EXAMPLE: Javelinof 3 Furies1d6 +1d6 Fire +1d6 Shock +1d6 Frost¡Á230 ft.PIgnore 5pts Outsider's DR, Returns to Wielder [/sblock] [sblock=Racial Traits] +2 Dexterity, +2 Charisma, ¨C2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts. Native Outsider: Fetchlings are outsiders with the native subtype. Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Fetchlings have a base speed of 30 feet. Darkvision: Fetchlings can see in the dark up to 60 feet. Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light. Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks. Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane orthe Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice. Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue. [/sblock] [sblock=Class Features] Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier. Oracle's Curse (Ex): Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known. Mystery: Heavens Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills. Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th). Revelations: An oracle with the heavens mystery can choose from any of the following revelations. Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level. Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once. [/sblock] [sblock=Feats & Traits] 1st lvl-Combat Casting 3rd lvl-Point Blank Shot 5th lvl-Precise Shot 7th lvl-Dodge 9th lvl-Mobility Traits: a)Slippery (+1 to Stealth, and Stealth becomes a class skill) b)Desperate Focus (+2 Concentration) [/sblock] [sblock=Skills] Skill Ranks: 40 = [4 (class) + 00 (INT)] x 10 (LvL) + 00 (misc) + 00 (Favored Class) Max Ranks: 00 ACP: -0 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP +15 = Diplomacy +04 +08 +3 +00 CHA* +09 = Fly +03 +03 +3 +00 -0 DEX* +05 = Heal +01 +01 +3 +00 WIS* +04 = Know:Arcana^ +00 +01 +3 +00 INT* +na = Know:History^ +00 +00 +0 +00 INT* +06 = Know:Planes^ +00 +01 +3 +02 INT* +na = Know:Religion^ +00 +00 +0 +00 INT* +05 = Perception +01 +01 +3 +00 WIS* +08 = Sense Motive +01 +04 +3 +00 WIS* +13 = Spellcraft^ +00 +010 +3 +00 INT* +18 = Stealth +03 +010 +3 +02 -0 DEX* +01 = Survival +01 +00 +0 +00 WIS* +08 = Use Magic Device^ +04 +01 +3 +00 CHA* [/code] [/sblock] [sblock=Spellcasting] Spells Known (CL 10th) 5 (1/day) 3 +3 - CLW Mass, Telekinesis, Overland Flight, Breath Of Life, Summon M5, Wall of Stone 4 (3/day) 5 +2 - CCW, Rainbow Pattern, Death Ward, Summon M4, Blessing of Fervor, Terrible Remorse, Freedom of Movement 3 (4/day) 6 +2 - CSW, Daylight, Dispel M, Prayer, Searing Light, Summon M3, Bestow Curse, Magic Circle Against Evil 2 (5/day) 6 +4 - CMW, Levitate, Minor Image, Hypnotic Pattern, Grace, Lesser Restoration, Silence, Spiritual Weapon, Spear of Purity, Resist Energy 1 (6/day) 6 +2 - CLW, Color Spray, Divine Favor, Magic Stone, Sanctuary, Protection from Evil, Shield of Faith, Liberating Command 0 (At Will) 9 - Mage Hand, Ghost Sound, Create Water, Detect Magic, Light, Guidance, Purify F&D, Read Magic, Spark, Stabilize, Mending [/sblock] [sblock=Equipment] [code] EquipmentWeight Handy Haversack5 Armor of Hardened Shadows30 Rangebane Shield Cloak1 Javelin of 3 Furies2 Heavyload Belt1 Traveler's Anytool2 Sling- Small Tent20 Bedroll5 Winter Blanket3 50' Rope10 10 days Trail Rations10 Explorer's Outfit8 Total weight carried: Handy Haversack. Heavyload Belt. Who cares? [/code] Treasure: 0020gp, 0sp, 0cp Gems: Carrying Capacity: light- 0-26x3 medium- 27-53x3 heavy- 54-80x3 [/sblock] [sblock=Details] Size: M Gender: M Age: 22 Height: 5'6" Weight: 140 Hair Color: Whispy Grey Eye Color: Luminescent Greenish Yellow Skin Color: Deep Black Appearance: Demeanor: [/sblock] [sblock=Background] Sozin does not remember much of his early years, or how he came to be on the material plane. He suspects it has something to do with his being an oracle, and the particular interest Lamashtu seems to have in him. However, he has no interest in her and very little for any other gods. Sozin is unsure of what god or power endowed him with the double edged sword of oraclehood. One thing is for sure, the curse came first. As an adolescent, he found it difficult to get an apprenticeship in any trade. He had to be meticulous handling anything, lest it fly out of his hand! Accused of everything from being clumsy to being a destructive idiot, Sozin tried to challenge the haunting forces by aiding merchants and travelers with their heaviest items for tips. It was through this scheme that he came to aid a group of Preists of Desna as they came through Greyhawk. The scrawny fetchling youth could barely handle the large items, and so when they would suddenly fly violently away from him, the preists realized something more was going on. With some patience and divinations, they were able to coax out Sozin's oracular abilities and send him down the path towards discovering his own mystery. Several seasons passed and Sozin had become minimally proficient with his abilities, and had gotten better control over his curse. While stopping to aid a group of refugees, Sozin's group was attacked by evil men. The marauders won and killed everyone, refugees and combatants alike. Sozin had exhausted his spells in the battle and still wasn't much good at fighting. Besides, there didn't appear to be any one left to help or fight for. He used his enhanced abilities to go unnoticed to leave the scene with his life. Due to the trauma of the experience and the apparent indifference of Desna while her preists were slaughtered, Sozin became embittered and somewhat irreverent. He is still eager to aid those who are suffering, but resents the implication it is done in the name of any diety. For several years, Sozin travelled to where he was needed most, often flitting about in active battlefields where allied material plane races battled to push back the demonic hordes that plagued the region. During one particularly furious battle against the demonic hordes, Sozin was out aiding the fallen. His position was starting to get overrun by hundreds of tiny demons. Toadspittle, the most powerfull of their kind, came leading the charge and wielding (for it) a magical lance. Sozin heroically broke the charge single handedly when he accidently stepped on Toadspittle. When Sozin looked down, he found a very nice magical Javelin that he would come to call the Javelin of Three Furies. There were more adventures he took part in after his military career ended. He was able to gather enough money together to commission some very highly magical armor, along side a magical cloak that he had enhanced as well. Through his continuing adventures, he reconnected with an old companion he thought dead from marauders long ago. The two beings had a tense moment, each thinking the other may have been a traitor, but were able to what exactly had happened to each of them. Hraln explained that he and another were away from the main group on an errand when the attck occurred. Sozin recounted how at one point during the attack, he was trying to help a fallen traveler. He'd stabilized the man with an orison and dragged him under a wagon where he hid them both. Out of spells at this late point in the battle, Sozin tried to hastily pull a cure potion from his pack. Unfortunately his curse acted up- Lamashtu's little haunts flung the potion from his hand and out into the boots of one of the nearby attackers. The attacker crouched and impaled the man Sozin was trying to save on a spear, while Sozin blended and stayed hidden. When it was safe enough to do so, he left thinking all had been lost in the group and he moved on. Hraln and Sozin seemed to enjoy each other's company well enough, and began to travel together. The two eventually became involved in the pest control business, if you count giantkin as a form of pest. They were nearly pounded into goo when another pair of adventurers, Johann and Ero, helped them turn the tide of battle and defeat the giantkin. With all four men being similarly directionless in their lives, they naturally decided to travel together and ended up in the city of Devarnish, in Veluna. [/sblock] [sblock=Adventure Notes] None yet [/sblock] [sblock=Level Ups] Level 2 Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus: [/sblock] [/sblock] [/QUOTE]
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Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]
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